There's a mini-watchtower inside the walls. But having a watchtower on top of the walls, being able to look outside and around, would be way more realistic. Of course, if you do add this, you don't really need to change navmesh and remove the inner hut.
Love the added realism, can't say any bad about that idea! Realism is something that is seriously lacking from the vanilla game unfortunately.
Pro's: + Tall walls! + Seems to have 3 gates, 2 exterior and 1 leading to interior of the city. If I see that correctly. + Love the realism idea, big plus for that! + Added lights on the walls is not realistic but does make it look great.
Con's: - No ramparts (walkways on the walls) - No marticulations (could be forgiven since no one really seems to care) - No portcullis in any of the gates so far i can see - Guard towers are rather exposed - No battlements anywhere in sight - Missing metal fence to gate up the water fall / river holes (pretty much makes walls useless if anyone can just sneak in like that) - Realistically spoken the fires in the tower parts are rather a silly idea since it weakens your walls (does look nice though)
Tips:
- You may want to read up on castles and how they work, you may be able to add in some nice features that way
- Missed a opportunity at the first bridge, I don't want to say it's a pro or con, but just something you may want to look into. Once you crossed the bridge, you should have on each side a wall with battlements, perhaps a small gatehouse and a draw bridge. It won't be much good against a storm ram, but against regular soldiers it's actually yet another delay in conquering the attackers out. Gates are meant to slow down the enemy and make them tired, not have them walk in like you are inviting them to a tea party
- You could make the ramparts rather simple by adding something like the narrow old style walls which have a flat top. Then add another tall wall to seal it up. This way you have on both sides protection while being on top of the ramparts. You could add patrols then on the walls adding to the protection level of the entrance of Whiterun.
Thanks for this. Whenever I start a new character and tell Balgruuf what happened in Helgen, it always bugs me when Balgruuf asks Proventus whether they should continue to rely on their walls to protect Whiterun from dragons. Meanwhile, an unsung adventurer can jump over parts of the walls unhindered.
For me, though, the problem isn't just that the walls are skimpy, but they also feel ghetto. Take a look at the walls of Solitude and Windhelm, for example -- solid, sturdy, and neatly arranged. Heck, even Riften has better walls, and the majority of citizens struggle to make ends meet. (I'm guessing it'd take more work with more compatibility risks to uproot the walls and replace them instead of just extending them, though.)
The main thing here is I want to stick with vanilla assets so I am fairly limited to what I can do. I have some plans for future work and additions. (Walkway all around the top if the inner wall and such)
Yes, I fully understand. After all, tile-swapping the walls might require adjusting the inner city worldspace as well to account for the walls behind Jorrvaskr and other parts. Of course, a walkway around the inner walls (like in Windhelm), as well as other additions that make the walls look like they're actually manned/defended, would be nice.
awesome mod compatible with jk city, the only one that I found was when you stand facing the gate (by the Khajiit camp) on the left outer wall facing western watchtower some of JK's wooden log towers were half in/out of the wall, so I just deleted them to leave your wall, no impact on the wall so friggin perfect I love it and it is lore friendly, war bandits and dragons c'mon who wouldn't fix the wall? really.Endorsed and using thanx great work
I'm not sure to understand what this mod do... maybe it's due to my poor english, but I don't see any difference in the screenshots... Before/After pictures would be welcomed I guess.
The only change made to the Kahkiit camp was I had to move the chopping block a little bit to prevent clipping. Other than that the camp is exactly the same.
23 comments
There's a mini-watchtower inside the walls. But having a watchtower on top of the walls, being able to look outside and around, would be way more realistic.
Of course, if you do add this, you don't really need to change navmesh and remove the inner hut.
Pro's:
+ Tall walls!
+ Seems to have 3 gates, 2 exterior and 1 leading to interior of the city. If I see that correctly.
+ Love the realism idea, big plus for that!
+ Added lights on the walls is not realistic but does make it look great.
Con's:
- No ramparts (walkways on the walls)
- No marticulations (could be forgiven since no one really seems to care)
- No portcullis in any of the gates so far i can see
- Guard towers are rather exposed
- No battlements anywhere in sight
- Missing metal fence to gate up the water fall / river holes (pretty much makes walls useless if anyone can just sneak in like that)
- Realistically spoken the fires in the tower parts are rather a silly idea since it weakens your walls (does look nice though)
Tips:
- You may want to read up on castles and how they work, you may be able to add in some nice features that way
- Missed a opportunity at the first bridge, I don't want to say it's a pro or con, but just something you may want to look into. Once you crossed the bridge, you should have on each side a wall with battlements, perhaps a small gatehouse and a draw bridge. It won't be much good against a storm ram, but against regular soldiers it's actually yet another delay in conquering the attackers out. Gates are meant to slow down the enemy and make them tired, not have them walk in like you are inviting them to a tea party
- You could make the ramparts rather simple by adding something like the narrow old style walls which have a flat top. Then add another tall wall to seal it up. This way you have on both sides protection while being on top of the ramparts. You could add patrols then on the walls adding to the protection level of the entrance of Whiterun.
For me, though, the problem isn't just that the walls are skimpy, but they also feel ghetto. Take a look at the walls of Solitude and Windhelm, for example -- solid, sturdy, and neatly arranged. Heck, even Riften has better walls, and the majority of citizens struggle to make ends meet. (I'm guessing it'd take more work with more compatibility risks to uproot the walls and replace them instead of just extending them, though.)
After
The walls do Whiterun justice though. Whiterun has always felt a bit underwhelming, not anymore.